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Since I haven't build an instant and sorcery focused deck before. How much removal/burn do I need and how many creatures do I actually need?

Since Melek will copy all instants and sorceries (played from the library) I want as many as possible in the deck. I also want a lot of ramp since Melek has 6 CMC. I also want a lot och value-spells to copy. And of course ways to handle my opponents and card draw.

But how do I get all this in a good balance? How many copy-spells is to many and how much removal do I need?

Discussion and general tip are welcome, as are feedback and suggestions for my deck.

October 21, 2018
8:52 a.m.

I think Melek is fun but kind of a trap to build. It's a bit hard to get any value from a 6 mana commander like him. Mizzix of the Izmagnus is easier to abuse, but honestly I prefer Kess, Dissident Mage anyways.

October 21, 2018
9:05 a.m.

Melek is a tricky commander to build. It helps to first refine your win condition and then figure out the deck. Otherwise you will get pulled in too many directions as you attempt to play a bunch of value cards with little to no synergy.

I had a Melek deck for a while which dealt damage via wheel effects as well as a few infinite combos. The deck would lean on cards like Molten Psyche in conjunction with a bunch of draw card effects to make my opponents draw a lot of cards in a turn and then taking a lot of damage. The benefit of this package was that card advantage was also my win condition.

But you need to figure out how you want the deck to win and then go from there. And then once you have that down pat, this will help you with quantities of effects in the deck.

October 21, 2018
8:52 p.m.

Melek is a fun, and often complex Commander to use in a spellslinger deck. I have had him around for years and thoroughly enjoy him.

The most important part about building around Melek is his topdeck manipulation. You gotta have it in spades. Run all of the 1 drop cantrips like Brainstorm, Ponder, Preordain, ect, and the best of the 2 cost ones as well. Early game they help you get the land and ramp you need, late game they set up Melek for big cast chains, dig deep for wincons and give card advantage.

Its hard to do, but try and keep your non-'spell's to a minimum. Filling your deck up with sparkly creatures and a ton of artifact ramp will greatly reduce the reliability and benefit of having Melek out.

October 21, 2018
10:08 p.m.

RoarMaster, thanks for your insight. I've actually decided to build a deck like this to develop my magic skills and challenge myself. So the complex part doesn't scare me, it's rather a part of my plan. I haven't play Melek yet, but I find the fact that your opponents will see the top card and know most of the cards in your hand as interesting for the game.

I will try to get closer to a finished deck, and think about the cards you mentioned. I think I need to figure out my win cons. After that I would love to pick your brains a bit more :) I would like to have a little bit of fun from start when I actually get to play the deck!

October 22, 2018
1:36 a.m.

October 23, 2018
12:14 a.m.

jessniem when looking at what the commander does I wouold say it's important to note that at cmc 6 you want your deck to be able to win without the commander as well. Melek has a similar effect like Future Sight so you will play the commander in situations in which you would also like to play that card.

There's a lot of stuff in your list at the moment that you could replace easily with better and cheaper spells and the burn spells are completely out of place. You won't deal 120 dmg easily with these spells and it's a lot better if you focus on doing one actually efficient thing well.

October 23, 2018
6:05 a.m.

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